Conference Paper

FLoD: A Framework for Peer-to-Peer 3D Streaming.

Dept. of Comput. Sci. & Inf. Eng., Nat. Central Univ., Jhongli
DOI: 10.1109/INFOCOM.2008.195 Conference: INFOCOM 2008. 27th IEEE International Conference on Computer Communications, Joint Conference of the IEEE Computer and Communications Societies, 13-18 April 2008, Phoenix, AZ, USA
Source: DBLP

ABSTRACT Interactive 3D content on Internet has yet become popular due to its typically large volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary to enable real-time content interactions. How- ever, the heavy data and processing requirements of 3D streaming challenge the scalability of client-server delivery methods. We propose the use of peer-to-peer (P2P) networks for 3D streaming, and argue that due to the non-linear access patterns of 3D content, P2P 3D streaming is a new class of applications apart from existing media streaming and requires new investigations. We also present FLoD, the first P2P 3D streaming framework that allows clients of 3D virtual globe or virtual environment (VE) applications to obtain relevant data from other clients while minimizing server resource usage. To demonstrate how FLoD applies to real-world scenarios, we build a prototype system that adapts JPEG 2000-based 3D mesh streaming for P2P delivery. Experiments show that server-side bandwidth usage can thus be reduced, while simulations indicate that P2P 3D streaming is fundamentally more scalable than client-server approaches.

  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Publish / subscribe is a well-known mechanism that allows entities interested in certain information (i.e., the subscribers) to receive relevant messages from some message generators (i.e., the publishers). We argue that for networked or distributed virtual environment (VE) applications, a spatial publish / subscribe (SPS), where each entity can receive messages generated within a specified space in the VE, is a fundamental mechanism underlying various VE applications. It is therefore of importance for the VE community to understand the main characteristics and limitations of SPS. This paper describes the basic mechanism of SPS, and how it can be used to support existing VE requirements such as overlay management, state management, and content management. Issues for implementing SPS are also discussed for potential developers to consider.
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: This paper proposes Bandwidth-Aware Peer Selection (BAPS), a peer selection strategy that improves the bandwidth utilisation for Peer-to-Peer (P2P) 3D streaming in a real-time Virtual Environment (VE). BAPS enhances Flowing Level-of-Details (FLoD), another P2P 3D streaming scheme, by avoiding request contention and peer overloading. We compare BAPS with FLoDs strategies that select from only peers within the Area of Interest (AOI) as data sources and do not consider peer bandwidth capacity. Our evaluation shows that BAPS achieves better performance in general, and maintains a stable minimal Quality of Service (QoS) for streaming, which is important for commercial applications.
    IJAMC. 01/2010; 4:324-342.
  • [Show abstract] [Hide abstract]
    ABSTRACT: Several augmented reality systems have been proposed for different target fields such as medical, cultural heritage and military. However, most of the current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers. In this paper, we propose an AR authoring tool which provides advanced visual effect, such as occlusion or media contents. This tool allows non-programming users to develop low-cost AR applications, specially oriented to on-site assembly and maintenance/repair tasks. A new 3D edition interface is proposed, using photos and Kinect depth information to improve 3D scenes composition. In order to validate our AR authoring tool, two evaluations have been performed, to test the authoring process and the task execution using AR. The evaluation results show that overlaying 3D instructions on the actual work pieces reduces the error rate for an assembly task by more than a 75%, particularly diminishing cumulative errors common in sequential procedures. Also, the results show how the new edition interface proposed, improves the 3D authoring process making possible create more accurate AR scenarios and 70% faster.
    Computers in Industry 01/2013; 64(9):1263–1271. · 1.71 Impact Factor

Full-text (2 Sources)

Available from
May 17, 2014